class KFShellEjectVSS extends KFShellEject;

simulated function Trigger(Actor Other, Pawn EventInstigator)
{
	Emitters[0].SpawnParticle(1);
}

defaultproperties
{
     Begin Object Class=MeshEmitter Name=MeshEmitter0
         StaticMesh=StaticMesh'kf_generic_sm.Bullet_Shells.winchester_shell'
         RespawnDeadParticles=False
         ZTest=False
         SpinParticles=True
         AutomaticInitialSpawning=False
         Acceleration=(X=-100.000000,Z=-500.000000)
         ColorScale(0)=(Color=(B=255,G=255,R=255,A=255))
         ColorScale(1)=(RelativeTime=1.000000,Color=(B=255,G=255,R=255,A=255))
         MaxParticles=50
         UseRotationFrom=PTRS_Actor
         SpinsPerSecondRange=(X=(Min=-3.000000,Max=3.000000),Y=(Min=-3.000000,Max=3.000000),Z=(Min=-3.000000,Max=3.000000))
         StartSizeRange=(X=(Min=2.500000,Max=2.500000),Y=(Min=2.500000,Max=2.500000),Z=(Min=2.500000,Max=2.500000))
         LifetimeRange=(Min=5.000000,Max=5.000000)
         StartVelocityRange=(X=(Min=-100.000000,Max=-250.000000),Y=(Min=-2.000000,Max=2.000000),Z=(Min=100.000000,Max=150.000000))
     End Object
     Emitters(0)=MeshEmitter'PerksSimHostOrg.KFShellEjectVSS.MeshEmitter0'

}
